Zarta's Forum Posts

  • 9 posts
  • Hmm no. Read the tutorial again.

    In the tutorial (and in the implemented capx) a beast can NOT drop all items, if not allowed to.

    Every beast has a rarity number in its array.

    An item only can get dropped when its own rarity matches the rarity of the beast.

    This way (and gosh that is so nicely done in the tutorial) you can so easily steer which beast can drop what item.

    And they can 'share' to be dropped items.

    The owl can (and will) only drop Equipment.

    You did not see the capx eh ?

    You where right! thanks you very much. I misunderstood everything ahh finally I can get out of this problem and continue on Big Thanks again xD I will continue studying a little more deeper the topic so I can Implement everything right. Thanks you and Thanks to Kyatric for he's awesome tutorial .

  • Implemented the tutorial you linked to.

    https://www.dropbox.com/s/hkpgc3twr49l1 ... .capx?dl=0

    this one: https://gamedevelopment.tutsplus.com/tu ... -cms-20449

    Thanks you! for sharing but that is the problem I currently have. monster's onSlay they drop a item but I want monster to drop different item than others EX. Slime can drop {Gold, Juice, Glue} a wolf can drop {Gold, Bone, Skin} but if I follow the tutorial it will drop a random Item from the array list which means that Slime could drop Item as Skin or something I don't want that monster to drop all depend in the Item Rarity.

    I had think about making a and array drop for each monster but that is a poor and bad implementation to the game it will work but I will soak the stack of the memory with so many array's In game.(In my opinion dont know if its 100% true that will fill out my stack and is for mobile devices which use low spec's mobile) Thanks Again. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Don't know how to really do it but I think I have the Logic for it.

    var iJumping = 0 // Used to know in which state is jumping the player.

    I think you will need to use timer for that

    make a condition onCollision with the floor Timer Start

    while the timer is on && on keyboard some btn pressed && Jumping ==0 do some process which is jump and Set 1 to Jumping

    else set jumping = 0 // if the condition is not accomplish then set jump to 0

    while the timer is on && on keyboard some btn pressed && Jumping ==1 do some process which is jump and Set 2 to Jumping

    else set jumping = 0

    while the timer is on && on keyboard some btn pressed && Jumping ==2 do some process which is jump and Set 3 to Jumping

    else set jumping = 0

    if jumping is > 2 set jumping to 0 // if jump greater than 2 set jump to 0

    I hope this work to find a answer to your question

  • > Zarta Can you help me with my problem I have share the CAPX on my post

    >

    Zion, please do not hijack other people's topics. If you want someone specific to help you, send them a PM.

    Are you doing any looping with the array? Unless you are, a dictionary may be a better choice. I can whip you a small example for a dictionary, when I get some time.

    to apply the value to the array I use the condition OnStartLayout and set each value to the Array. which work perfectly don't have to use loop.

    but it would be nice to get to know about dictionary I had never use them before.

    thanks

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  • Look like you are new in construct so I will explain you step by step what to do and show you all the animation property's

    1.Double Click on the Sprite you wanna edit

    2.In the animations Windows click the animation you wanna change or edit values(when you create a new sprite it came with a fixed name of Default which you can change as you like).

    3.Look at the property by default is at the left of the screen if you cant see the property-> Go to View and click on the Property Checkbox.

    in there you will see some value that you can freely edit as you want.

    Speed -> this is the speed of the animation which is determinate frame per seconds Ex. if you set it to one then every 1 second it will change to the next frame of the animation if it set to 2 it will display two frames per second.

    Loop-> if it set to yes it will repeat the animation on finished if it set to no it will go through all the frame and stay in the last this depend too in the Speed to make it work if the speed is set to 0 frame persecond this will likely stay at the first frame.

    Repeat Count is used if to loop a animation in a certain times like if you set it to 2 then it will loop two time and then it will stay in the first frame.

    Repeat to -> if you want the animation start from frame let say 1 instead of 0 then it will loop starting from the number you put in there.

    Ping pong -> is used to reverse the animation.

    *to fix your problem

    set Speed to something bigger than 0

    and set loop to yes

    I hope this help ya

  • Don't know if this is the problem but make sure to use On Collision instead of is Overlapping because On Collision is called one time while true and Overlapping is Called from every tick While is true. to share .capx use one of those sites (DropBox, Google Drive or OneDrive) they are free and good for sharing data and like clarkkentnicdao said destroy the bullet on Collision or just use On Collision method

  • Hello guys I have been trying to make a monster drop item upon death so I start designing some tables to use it as reference for my array but while making them I found a problem that I haven't been able to find a proper answer to it

    so after some research I found this page that explain how to make monster drop Link: https://gamedevelopment.tutsplus.com/tutorials/how-to-code-monster-loot-drops--cms-20449 but I seen it have the same issue as what I have. In his table any monster

    can drop any item from the table. Imagine I have a big table of item and kill a LV1 Slime and give a Item that I don't suppose to have yet. and that lead me to this question How can I made a Monster drop random Fixed item upon death following the rarity of the item to drop?

    So I think about a solution of making a Column in the Item table to save the value of a monster Index to drop so it can be read and drop the item but 2 or more monster can share the same item drop which made this solution to be fail

    it have been like a month trying to solve this problem I have been messing with my code and had no luck.

    Table Example:

    My table are more extends but to make it clear I made this as a Example of how my array are done for drop

    I will really appreciate your help and thanks you all for your time!

  • It worked Thanks you very much! and i'm really sorry for the late replay. thanks again man:D

  • Hello I'm trying to set the number of a global value to my current created sprite I made a variable in it which will hold that Number by the name of ID.

    My goal is that when the object or sprite is created it will set the number of the global variable to the variable of Enemy.ID. After that a Function is called to apply all the value from and array to the Object. the monster is determinate by the ID.

    But every time it create a Monster the Enemy.ID don't get the value of TestLevelMonsterID2 it is always appearing as 0 so it

    just load the monster at index 0.

    and I can't really see what is logically wrong I need your help guys.

    I'll leave a picture of my code:

  • 9 posts